Well it works again
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@@ -1,5 +1,4 @@
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import {
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type Entity,
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entityMap,
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entityProcessMap,
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type Process as ProcessEntity,
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@@ -1,4 +1,6 @@
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export type SpritesSheet = {
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import { loadImage } from "./lib/loadImage";
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export type SpriteSheet = {
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image: HTMLImageElement;
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xFrames: number;
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yFrames: number;
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@@ -7,18 +9,23 @@ export type SpritesSheet = {
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};
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export type SpriteAnimation = {
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sheet: SpritesSheet;
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src: string;
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xIndex: number;
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yIndex: number;
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frameTime: number;
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frameDelta: number;
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};
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export function createSpritesSheet(
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// It's not possible to crate a structured clone of a HTMLImageElement and it would be a
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// waste of memory anyways since we use the HTMLImageElement only as reference for draw calls.
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// Therefore the SpriteSheet will stored by it's image source.
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export const spriteSheetMap = new Map<string, SpriteSheet>();
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export function createSpriteSheet(
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image: HTMLImageElement,
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xFrames: number,
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yFrames: number,
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): SpritesSheet {
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): SpriteSheet {
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return {
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image,
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xFrames,
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@@ -28,13 +35,26 @@ export function createSpritesSheet(
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};
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}
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export async function useSpriteSheetSrc(
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src: string,
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xFrames: number,
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yFrames: number,
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): Promise<string> {
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spriteSheetMap.set(
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src,
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createSpriteSheet(await loadImage(src), xFrames, yFrames),
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);
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return src;
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}
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export function createSpriteAnimation(
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sheet: SpritesSheet,
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src: string,
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frameTime: number,
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yIndex: number,
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): SpriteAnimation {
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return {
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sheet,
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src,
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xIndex: 0,
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yIndex,
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frameTime,
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@@ -44,7 +64,7 @@ export function createSpriteAnimation(
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export function drawSprite(
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ctx: CanvasRenderingContext2D,
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sheet: SpritesSheet,
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sheet: SpriteSheet,
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xIndex: number,
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yIndex: number,
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x: number,
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@@ -72,12 +92,14 @@ export function playAnimation(
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y: number,
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delta: number,
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): void {
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const sheet = spriteSheetMap.get(animation.src)!;
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if ((animation.frameDelta += delta) > animation.frameTime) {
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animation.frameDelta = 0;
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if ((animation.xIndex += 1) >= animation.sheet.xFrames) {
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if ((animation.xIndex += 1) >= sheet.xFrames) {
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animation.xIndex = 0;
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}
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}
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drawSprite(ctx, animation.sheet, animation.xIndex, animation.yIndex, x, y);
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drawSprite(ctx, sheet, animation.xIndex, animation.yIndex, x, y);
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}
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